Hi everyone, I am having trouble with a certain point in my hack I'm working on, I want to make the crystals to appear on my subitem screen when the first part starts, basically overriding the pendants phase, I know I need a hex editor, but what do I do? Thank you

AntROMhacker wrote:Hi everyone, i am having trouble with a certain point in my hack im working on, i want to make the crystals to appear on my subitem screen when the first part starts, basically overriding the pendants phase, i know i need a hex editor, what do i do? Thank you

AntROMhacker wrote:Thanks. How come u disabled PM's, im sorry if i was PM'ing to much!

Has nothing to do with you actually. You should understand that when you are good at something and are able to hack into Roms and thus have the rare ability to make new modded games, you will automatically get 2 types of audiences: one which will like you and the one which won't. There are also communities which will abuse our work and make carts. These communities are pretty much the opposite of romhacking communities and make us look bad. And now the big Conker is comming out. Pretty much the reasons I don't want PMs at the moment (at the same time admins can still send them). Everything should thus be talked over in the forum itself.

AntROMhacker wrote:Thanks, you have been a really big help in teaching me how to use HM, ive learned how to edit graphics, make new dungeons, etc from you, i wouldnt have gotten this far without you!

Yes, if only other communities would have the same attitude as you. Unfortunately in the cart-communities it is pretty much the opposite. And I can tell you once we unleash Conker (which is nevertheless a spoof) we will not be treated so kindly. And god forbit we say a word against anyone carting it. We are also pretty much anti-popular if you ask the people who own Zelda and Conker trademarks and copyrights. I also believe SePH tends to "disappear" at least for a while right after the release, when we get most of the positive and negative feedbacks.

Yeah, i agree , im a kind person, i dont understand why people would criticize romhackers, because they dont realize just how HARD and how much TIME it takes to make a hack, i say if they dont like the conker one, they can just go elsewhere then!! But i guess people don't have alot of common sense like they use to..

Make sure you remove the header of the rom before you change that hex address. There are a few tools which does that.

IMHO, rom hacking is the same as game modding, with the exception of the roms being a grey line between the two. I don't understand game companies. They should embrace rom hacking and start selling roms of there games themselves while closing down rom sites. Then rom hacking would probably be more popular. Game modding is extremely popular and sometimes many talented game modders end up being hired by said gaming companies.

IMHO, rom hacking is the same as game modding, with the exception of the roms being a grey line between the two. I don't understand game companies. They should embrace rom hacking and start selling roms of there games themselves while closing down rom sites. Then rom hacking would probably be more popular. Game modding is extremely popular and sometimes many talented game modders end up being hired by said gaming companies.

A+I am certain if Nintendo would bring out any Alttp remake in 16 bit, it would be an instant hit and would bring them a lot of money, same for SMW and Super Metroid. Those SNES games were just so legendary, that it is a shame that they never got a sequel.

What tool could i use to remove the header, because i did use the U! File for my rom hack

If you have a header just go to 2EFE0, or use the "Search/Find" option. Change data-type to Hex-values. Then search hex code:02 8F C5 F3 7E DA. Change the 02 to 03.

And this is how to remove the header in hex directly.Select all 00 bytes infront of the file (200 bytes in hex, 512 in dec). Press Del on keyboard to delete them. Press Save in HxD. The actual code to start the file is 78 9C 00 42.[You must be registered and logged in to see this image.]

As you may know, I'm working on revamping Zelda3 Lyra Islands. The Demo version was originally scheduled for release in Winter/Spring 2016, but it got pushed back to late September. There will be three mini-dungeons, seven crystal dungeons, one guardhouse, and Ganon gets his own castle in the Dark World.

Anyways, I used a hex editor to disable the pendants and force the player collect only crystals at the end of each dungeon, but even then the boss in the 1st dungeon still drops a pendant. Is there a way to get that fixed?

Have you tried going into Dungeons properties on HM? Select crystal 1 and change the boss room into what number the boss is in, the end room is the same as the Boss room, I believe the start room is the first room when you enter the Dungeon. Its right below Dungeon maps tab.

Anyways, I used a hex editor to disable the pendants and force the player collect only crystals at the end of each dungeon, but even then the boss in the 1st dungeon still drops a pendant. Is there a way to get that fixed?

That's not going to work. The drop is defined with the room you are in. On your video, you are in the room 200 I believe, aka the final room of the first light world dungeon. This room will always drop a pendant. This can not be changed with Hyrule Magic. You need to actually put a hole or something else, which indeed leads to one of the bosses of the dark world, for instance where the Helmasaur is at. Then change the pal, gfx number and other things into what the Armos is using, and then change the Helmasaur sprite into Armos knights sprite (6+1 sprites needed). Then you will indeed fight the Armos knights and get the crystal, but the room must be different. You can see this in Goddess of Wisdom hack, where the Armos drop a crystal. But just before the boss, there is a hole... (this was needed to connect the dungeon which was elsewhere in the grid with one of the dark world boss-rooms).

Have you tried going into Dungeons properties on HM? Select crystal 1 and change the boss room into what number the boss is in, the end room is the same as the Boss room, I believe the start room is the first room when you enter the Dungeon. Its right below Dungeon maps tab

This should not work unfortunately, since we are dealing with a complex ASM code, which will always drop a pendant in the first light world dungeon (this is fixed to a room). This value should only define from which room you should be exiting to the overworld. I haven't tested this though, but despite changing this, the pendant should drop in any case in this room where originally Armos knights are at.

But of course anything can be done with ASM, since obviously the drop is defined with the room. However this is undocumented and was not done before. All hacks so far simply used old boss rooms and adopted them accordingly.

Last edited by Puzzledude on Sun 11 Sep 2016 - 9:51; edited 1 time in total

Anyways, I used a hex editor to disable the pendants and force the player collect only crystals

Yes, however this only sets the "event" right. This is necessary to do, so that the game knows to load crystals in the Menu, and that you infact can enter a dungeon from light and dark world normally (in other events this is not allowed, and will result in bugs). So now the game knows what to do if you are defeated in light world (ie spawn in house, church or cave and set the flag to light world) or in dark world (ie spawn on pyramid and set the flag on dark world).

In event-2 for instance, if you are defeated in dark world, it will spawn you back to light world and set the flag for light world in all cases - which is Not what you want.

Regardless of that, the room 200 will always drop a pendant. Usually the Alttp modders use the original dark world boss rooms (exactly 7) to make the 7 crystal drops (room 200 is not of them).

Last edited by Puzzledude on Sun 11 Sep 2016 - 9:51; edited 1 time in total

It seems that you will just have to switch all the work for the first dungeon to a dark world dungeon for it to work, i see? Thats the only way i see for it to work i am guessing, correct me if im wrong puzz

As you may know, I'm working on revamping Zelda3 Lyra Islands. The Demo version was originally scheduled for release in Winter/Spring 2016, but it got pushed back to late September. There will be three mini-dungeons, seven crystal dungeons, one guardhouse, and Ganon gets his own castle in the Dark World.

Anyways, I used a hex editor to disable the pendants and force the player collect only crystals at the end of each dungeon, but even then the boss in the 1st dungeon still drops a pendant. Is there a way to get that fixed?

Superskuj was right, it CAN be done. I actually never knew this, since I always used the original dark world boss rooms.

This is how you do it. You must exchange the pendant1 and the crystal1, since you now only want crystals, but you are clearly in a dungeon which used to be pendant1 dungeon.

So I'm assuming, you still used entrance 08 for this dungeon. Double click on this entrance, and under "dungeon" under starting location properties, you should see "east". This is the well known dungeon entrance definition, which will determine which small keys, maps, compasses and big key will be checked for which dungeon. You can thus assign this for many entrances to make a multi entrance dungeon etc etc.

In your case change this from "east" to "dark". This will change the definition from pendant1 dungeon to crystal1 dungeon. To be on the safe side: change "dark" to "east" on entrance 26. Since otherwise entrance 26 will be the same dungeon as this one. Or in other words, you can not use entrance 26 anymore, since this will now be for pendant1.

But one more thing must be done, otherwise the Crystal animation will freeze.Under dungeon properties you need to again swap pendant1 and crystal1. So now the pendant1 rooms are: 90, 90, 74 and crystal1 room must be 200, 200, 201.

Now the Armos in room 200 will indeed drop a crystal (but note Helmasaur will drop a pendant). I tested this out and it works.

AntROMhacker wrote:I kind of knew that it would work, because why else would they have the dungeon properties if they didnt work,

Not really. This is purely circumstantial. As superskuj said, the game checks for a dungeon definition, then it follows "if pendant dungeon, drop pendant", if crystal dungeon drop crystal. Then "if drop pendant", proceed to sword-slice turn and exit dungeon, but if crystal, proceed to crystal-maiden animation and dialog.

The ASM could be written differently: for instance: if in room 200, always drop pendant, which is what I thought was the case... until now.

Parallel worlds (the flippers are only 50 rupees)50 in dec is 32 in hex or 032 or 32 00

so Euclid changed it from F4 01 to 32 00.

3.) Mirror warping (found by Euclid and SePH)

address (no header) 3A951address (with heder) 3AB51

original values must be (search for this sequence of bytes)29 40 D0 07 (mirror working in dark world only)

values9F 9F 9F 9F (mirror NOT working in light and dark world)Warping from light to dark world and from dark to light world is onlypossible by placing warps. Warp placed in light world takes you to dark world.Warp in dark world takes you to light world.

This is optimal, because the possibility of bugs is low and dark world can becompletely different from the light world, not just a copy.

valueEA 4C 5C A9 (mirror working in both worlds = not optimal)

In all cases: in the dungeon, mirror warps to the beginning of the dungeon.

4.) Dungeon maps removal (found by PuzzleDude)

address (no header) 10908address (with heder) 10B08

value F0 (maps are displayed when pressing X button in any dungeon)

value 80 (maps are NOT displayed when pressing X button in any dungeon = optimal, since the dungeon maps are always bugged or inaccurate)

5.) Old HUD and MENU location (found by PuzzleDude)

bytes from 6DDA0 to 6FFC0 (no header), (on original rom):Location of the hud and menu as it is presented in A link to the past.

bytes from 6DFA0 to 701C0 (with header), (on original rom):Location of the hud and menu as it is presented in A link to the past.

You must search for the values as they are in Alttp to match it with the hack,might not be on the exact same place but close to it.

A) spining hearts in the HUD (all is for NO header)address 6F152, value must be 06 (spining on the left = parallel worlds) , old value is 68 (spining on the right = Alttp)

B) new HUD position, from 6FB75 to 6FFC0 (no header)

For the header addresses simply go 32 lines Down from the current address!

* after hex editing = graphics must be changed!, so that the new magic bar is horizontal!

9.) Old Menu position (found by PuzzleDude)from 6DDA0 to 6FB74 (no header + graphics must be compatible)

globaly (no header)-MENU = from 6DDA0 to 6FB74

-HUD = from 6FB75 to 6FFC0

-MENU + HUD = from 6DDA0 to 6FFC0

If you want to insert the New hud or menu, go to acmlm board2, uploader, hack ips patches,and find Gates of Darkness by SePH. It has new menu and hud (like in parallel worlds),on these locations, compatible with the original rom + you have access to the data.But graphics must be changed to new menu and hud graphics.

Ganon gate barrer must be in area 43 on the exact same place as original,the sprite 37-waterfal must be at the exact same place as the original.7 crystals will then unlock the barrier and the upper bytes will makea stairs overlay after the unlock.